Custom Primitive Data values don't stick when editing them in the detail panel on a placed BP actor containing a Static Mesh Component. Duplicate of [Link Removed] ...
When adding multiple Hierarchical Instanced Static Meshes on a loop and packaging the project in Shipping configuration the application crashes due to LowLevelFatalError [Link Removed] [Line: 1431] ...
This warning is technically correct, panel-based cloth is disabled, but it's expected and there's nothing the user can actually do about it. This comes from a UDN. ...
When using the feature "promote to variable" on a pin that represents a value that is not an engine default (Example: Floats = 0.0, Booleans = False, ect..), that default value (for the variable tha ...
No user comments in crash group 620 FSetElementId FindId(KeyInitType Key) const 621 { 622 if (Elements.Num()) 623 { 624 for(FSetElementId ElementI ...
When using a pawn blueprint, you cannot modify the value of a variable in the config files. This issue does not affect other kinds of blueprints, as this issue does not affect actor blueprints. Re ...
OnParticleCollide doesn't return Velocity on every bounce. In code it lists all the return pins trigger 'on kill'; however, all other pins return correctly on each bounce but the velocity does not. ...
This comes from this UDN : [Link Removed] It occurs with this setup : [Image Removed] , where Set Material Attributes expressions act as inputs to the Landscape Layer Blend material expression. ...
Setting the SetActorEnableCollision blueprint node to false does not disable collision for a destructible mesh. Workaround: Adding a static Mesh component and setting any mesh will cause the collis ...